////////////////////////////////////////////////////////////////////////////////
// Filename: transparent.vs
////////////////////////////////////////////////////////////////////////////////


/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
  matrix worldMatrix;
  matrix viewMatrix;
  matrix projectionMatrix;
};


//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
};

struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TransparentVertexShader(VertexInputType input)
{
    PixelInputType output;
    

  // Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;

  // Calculate the position of the vertex against the world, view, and projection matrices.
    output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);
    
  // Store the texture coordinates for the pixel shader.
  output.tex = input.tex;

    return output;
}